IW4-Dump-Files/maps/arcadia_code.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\arcadia;
#include maps\arcadia_stryker;
FAKE_CHOPPER_SPEED = 1200;
MORTAR_TIME_MIN = 0.5;
MORTAR_TIME_MAX = 2.5;
GOLF_COURSE_FAKE_CHOPPER_SPACING_MIN = 0.5;
GOLF_COURSE_FAKE_CHOPPER_SPACING_MAX = 1.5;
GOLF_COURSE_FAKE_CHOPPER_COUNT_MIN = 8;
GOLF_COURSE_FAKE_CHOPPER_COUNT_MAX = 16;
GOLF_COURSE_FAKE_CHOPPER_PAUSE_MIN = 10.0;
GOLF_COURSE_FAKE_CHOPPER_PAUSE_MAX = 20.0;
movePlayerToStartPoint( sTargetname )
{
assert( isdefined( sTargetname ) );
start = getent( sTargetname, "targetname" );
level.player SetOrigin( start.origin );
level.player setPlayerAngles( start.angles );
}
laser_hint_print()
{
if ( flag( "used_laser" ) )
return;
if( flag( "laser_hint_print" ) )
return;
flag_set( "laser_hint_print" );
thread display_hint( "use_laser" );
}
laser_golf_hint_print()
{
flag_wait( "laser_golf_hint_print" );
wait 10;
if ( flag( "used_laser_golf" ) )
return;
thread display_hint( "use_laser_golf" );
}
stryker_dialog()
{
self thread stryker_moving_up_dialog();
self thread stryker_holding_position_dialog();
}
stryker_moving_up_dialog()
{
level endon( "golf_course_mansion" );
self endon( "death" );
dialog = [];
dialog[ dialog.size ] = "arcadia_str_wererollin"; // Stand clear, we're rollin'.
dialog[ dialog.size ] = "arcadia_str_standclear"; // Be advised, we're movin' up. Stand clear.
dialog[ dialog.size ] = "arcadia_str_oscarmike"; // All ground units, stand clear. Badger One is oscar mike.
for(;;)
{
self waittill( "resuming speed" );
if ( randomint( 100 ) < 25 )
{
if ( !flag( "disable_stryker_dialog" ) )
thread radio_dialogue( dialog[ randomint( dialog.size ) ] );
}
}
}
stryker_holding_position_dialog()
{
level endon( "golf_course_mansion" );
self endon( "death" );
dialog = [];
dialog[ dialog.size ] = "arcadia_str_holdingposition"; // Badger One holding position.
for(;;)
{
self waittill( "wait for gate" );
if ( randomint( 100 ) < 25 )
{
if ( !flag( "disable_stryker_dialog" ) )
thread radio_dialogue( dialog[ randomint( dialog.size ) ] );
}
}
}
process_ai_script_parameters()
{
if ( !isdefined( self.script_parameters ) )
return;
parms = strtok( self.script_parameters, ":;, " );
foreach( parm in parms )
{
parm = tolower( parm );
if ( parm == "playerseek" )
{
self thread ai_playerseek();
continue;
}
if ( parm == "ignoreme" )
{
self set_ignoreme( true );
continue;
}
if ( parm == "rpg_enemy" )
{
self thread rpg_enemy_shoot_stryker();
continue;
}
}
}
ignore_until_unload()
{
self waittill( "spawned", guy );
if ( !isalive( guy ) )
return;
guy endon( "death" );
guy set_ignoreme( true );
guy waittill( "jumpedout" );
guy set_ignoreme( false );
}
rpg_enemy_shoot_stryker()
{
if ( !isAlive( level.stryker ) )
return;
self endon( "death" );
self set_ignoreme( true );
wait 0.05;
self.goalheight = 64;
self.goalradius = 64;
// when this guy spawns he tries to shoot the stryker with his RPG
self waittill( "goal" );
if ( !isAlive( level.stryker ) )
{
self set_ignoreme( false );
return;
}
self setentitytarget( level.stryker );
self delayThread( 3.0, ::set_ignoreme, false );
self delayCall( 15.0, ::clearEnemy );
}
ai_playerseek()
{
self endon( "death" );
if ( isdefined( self.target ) )
self waittill( "goal" );
self setgoalentity( level.player );
self.goalradius = 2000;
}
drop_plane()
{
self ent_flag_init( "start_drop" );
self ent_flag_wait( "start_drop" );
while( self ent_flag( "start_drop" ) )
{
guy1 = spawn_targetname( "paradrop_left" );
guy1 thread paradropper( self, "distant_parachute_left" );
guy2 = spawn_targetname( "paradrop_right" );
guy2 thread paradropper( self, "distant_parachute_right" );
wait ( randomfloatrange( .4, .8 ) );
}
}
paradropper( plane, animName )
{
self.animname = animName + "_guy";
self assign_animtree();
chute = spawn_anim_model( animName );
self linkto( plane );
chute linkto( plane );
ents = [];
ents[ ents.size ] = self;
ents[ ents.size ] = chute;
anime = "drop1";
if( cointoss() )
anime = "drop2";
plane anim_single( ents, anime );
chute delete();
if( isalive ( self ) )
self delete();
}
sentry_activate_trigger()
{
sentry = self get_linked_ent();
sentry common_scripts\_sentry::SentryPowerOff();
self waittill( "trigger" );
if ( !isalive( sentry ) )
return;
sentry common_scripts\_sentry::SentryPowerOn();
sentry endon( "death" );
wait 5;
// Squad, take out the sentry guns!
level.foley thread dialogue_queue( "arcadia_fly_sentryguns" );
wait 15;
// Take out that sentry gun!
level.foley thread dialogue_queue( "arcadia_fly_takeoutsgun" );
}
fake_checkpoint_choppers()
{
choppers = getentarray( "checkpoint_fake_chopper", "targetname" );
array_call( choppers, ::hide );
flag_wait( "checkpoint_fake_choppers" );
if ( getdvarint( "r_arcadia_culldist" ) == 1 )
return;
array_thread( choppers, ::fake_chopper );
}
fake_creek_choppers()
{
choppers = getentarray( "fake_creek_chopper", "targetname" );
array_call( choppers, ::hide );
trigger_wait_targetname( "fake_creek_choppers_start" );
array_thread( choppers, ::fake_chopper );
}
fake_chopper()
{
assert( isdefined( self.target ) );
target = getstruct( self.target, "targetname" );
assert( isdefined( target ) );
destination = target.origin;
d = distance( self.origin, destination );
moveTime = d / FAKE_CHOPPER_SPEED;
for(;;)
{
self thread fake_chopper_create_and_move( moveTime, destination );
if ( !isdefined( self.script_count ) )
break;
self.script_count--;
if ( self.script_count <= 0 )
break;
wait randomfloatrange( 3.0, 5.0 );
}
// delete the fake chopper when it's not going to spawn any more choppers
self delete();
}
#using_animtree( "vehicles" );
fake_chopper_create_and_move( moveTime, destination )
{
assert( isdefined( moveTime ) );
assert( moveTime > 0 );
assert( isdefined( destination ) );
chopper = spawn( "script_model", self.origin );
chopper thread delete_fake_chopper_wait();
chopper endon( "delete" );
chopper.angles = self.angles;
chopperModel[ 0 ] = "vehicle_blackhawk_low";
chopperModel[ 1 ] = "vehicle_pavelow_low";
chopper setModel( chopperModel[ randomint( chopperModel.size ) ] );
chopper useAnimTree( #animtree );
chopper setanim( %bh_rotors, 1, .2, 1 );
// some play a sound effect
if ( randomint( 2 ) == 0 )
chopper playLoopSound( "veh_helicopter_loop" );
chopper moveto( destination, moveTime, 0, 0 );
wait moveTime;
chopper delete();
}
delete_fake_chopper_wait()
{
level waittill( "delete_all_fake_choppers" );
if ( !isdefined( self ) )
return;
self notify( "delete" );
self delete();
}
laser_targeting_device( player )
{
player endon( "remove_laser_targeting_device" );
player.lastUsedWeapon = undefined;
player.laserForceOn = false;
player setWeaponHudIconOverride( "actionslot4", "dpad_laser_designator" );
player notifyOnPlayerCommand( "use_laser", "+actionslot 4" );
player notifyOnPlayerCommand( "fired_laser", "+attack" );
if ( !player ent_flag_exist( "disable_stryker_laser" ) )
{
player ent_flag_init( "disable_stryker_laser" );
}
for ( ;; )
{
player waittill( "use_laser" );
if ( player.laserForceOn )
{
player notify( "cancel_laser" );
player laserForceOff();
player.laserForceOn = false;
wait 0.2;
player allowFire( true );
}
else
{
player laserForceOn();
player allowFire( false );
player.laserForceOn = true;
player thread laser_designate_target();
}
wait 0.05;
}
}
get_laser_designation_context( viewpoint, entity )
{
// Check for volumes
volumes = getentarray( "stryker_target_location", "targetname" );
dummyEnt = spawn( "script_origin", viewpoint );
foreach( volume in volumes )
{
assert( isdefined( volume.script_noteworthy ) );
if ( !dummyEnt isTouching( volume ) )
continue;
dummyEnt delete();
return volume.script_noteworthy;
}
dummyEnt delete();
// Check target entity
if ( isdefined( entity ) )
{
// target a vehicle?
if ( isdefined( entity.vehicletype ) || isdefined( entity.destuctableinfo ) )
{
if ( isdefined( entity.vehicletype ) && entity.vehicletype == "mi17" )
return "chopper";
else
return "vehicle";
}
if ( isAI( entity ) )
return "ai";
}
return "generic";
}
laser_designate_dialog( inRange, viewpoint, entity )
{
dialog = [];
if ( inRange )
{
flag_set( "used_laser" );
context = get_laser_designation_context( viewpoint, entity );
assert( isdefined( context ) );
switch( context )
{
case "house":
dialog[ dialog.size ] = "arcadia_str_havealock"; // Roger, we have a lock. Engaging house.
dialog[ dialog.size ] = "arcadia_str_badgeronecopies"; // Badger One copies, engaging house.
break;
case "yellowhouse":
dialog[ dialog.size ] = "arcadia_str_engyellowhouse"; // Badger One engaging enemies at the yellow house
break;
case "greyhouse":
dialog[ dialog.size ] = "arcadia_str_targgreyhouse"; // Copy. Targeting enemies at the grey house
break;
case "firetruck":
dialog[ dialog.size ] = "arcadia_str_engfiretruck"; // Roger, engaging targets near the fire truck
break;
case "policecar":
dialog[ dialog.size ] = "arcadia_str_confpolicecar"; // Confirmed, suppressing enemies near the police car
break;
case "apartment_office":
dialog[ dialog.size ] = "arcadia_str_apartmentoffice"; // Badger One copies, engaging enemies at apartment office.
break;
case "security_station":
dialog[ dialog.size ] = "arcadia_str_securitystation"; // Roger, attacking targets at security station.
break;
case "checkpoint":
dialog[ dialog.size ] = "arcadia_str_checkpoint"; // Confirmed, engaging enemies at checkpoint.
break;
case "vehicle":
dialog[ dialog.size ] = "arcadia_str_attackingvehicle"; // Roger, attacking vehicle.
dialog[ dialog.size ] = "arcadia_str_engagingvehicle"; // Solid copy. Engaging vehicle.
break;
case "chopper":
dialog[ dialog.size ] = "arcadia_str_engchopper"; // Roger. Engaging enemy chopper
break;
case "ai":
dialog[ dialog.size ] = "arcadia_str_engaginginfantry"; // Solid copy. Engaging infantry.
break;
case "generic":
dialog[ dialog.size ] = "arcadia_str_wehavelock"; // Roger, we have a lock. Engaging target.
dialog[ dialog.size ] = "arcadia_str_engaging"; // Badger One copies, engaging your target.
dialog[ dialog.size ] = "arcadia_str_attacking"; // Roger, attacking your target.
dialog[ dialog.size ] = "arcadia_str_solidcopyeng"; // Solid copy. Engaging target.
break;
default:
assertMsg( "Unhandled stryker context location dialog " + context );
break;
}
}
else
{
dialog[ dialog.size ] = "arcadia_str_uhnegative"; // Uh, negative, that target is out of range, over.
dialog[ dialog.size ] = "arcadia_str_invalidtarget"; // Negative, that's an invalid target over.
dialog[ dialog.size ] = "arcadia_str_outtarange"; // Negative, that target's outta range!
dialog[ dialog.size ] = "arcadia_str_outofrange"; // Target is out of range.
}
if ( flag( "disable_stryker_dialog" ) )
return;
thread radio_dialogue( dialog[ randomint( dialog.size ) ] );
}
laser_designate_target()
{
self endon( "cancel_laser" );
self waittill( "fired_laser" );
trace = self get_laser_designated_trace();
viewpoint = trace[ "position" ];
entity = trace[ "entity" ];
level notify( "laser_coordinates_received" );
/#
if ( getdvar( "arcadia_debug_stryker" ) == "1" )
thread draw_line_for_time( viewpoint, viewpoint + ( 0, 0, 100 ), 1, 0, 0, 20 );
#/
// Check if we are supposed to be targeting for artillery now
artilleryTarget = undefined;
if ( flag( "golf_course_mansion" ) )
artilleryTarget = laser_origin_within_golf_vehicles( viewpoint );
if ( isdefined( artilleryTarget ) )
{
thread laser_artillery( artilleryTarget );
}
else
{
if ( !flag( "disable_stryker_laser" ) && !self ent_flag( "disable_stryker_laser" ) )
{
// check if target is in range
if( isAlive( level.stryker ) )
{
d = distance( level.stryker.origin, viewpoint );
inRange = ( d >= 200 && d <= 3500 );
thread laser_designate_dialog( inRange, viewpoint, entity );
if ( inRange )
level.stryker thread stryker_setmode_manual( viewpoint );
}
}
}
wait 0.5;
// take away laser
self notify( "use_laser" );
}
laser_origin_within_golf_vehicles( viewpoint )
{
triggers = getentarray( "stealth_laser_zone", "targetname" );
foreach( trigger in triggers )
{
assert( isdefined( trigger.script_group ) );
assert( isdefined( level.stealth_bombed_target[ trigger.script_group ] ) );
if ( level.stealth_bombed_target[ trigger.script_group ] )
continue;
d = distance( viewpoint, trigger.origin );
if ( d <= trigger.radius )
return trigger.script_group;
}
return undefined;
}
get_laser_designated_trace()
{
eye = self geteye();
angles = self getplayerangles();
forward = anglestoforward( angles );
end = eye + vector_multiply( forward, 7000 );
trace = bullettrace( eye, end, true, self );
//thread draw_line_for_time( eye, end, 1, 1, 1, 10 );
//thread draw_line_for_time( eye, trace[ "position" ], 1, 0, 0, 10 );
entity = trace[ "entity" ];
if ( isdefined( entity ) )
trace[ "position" ] = entity.origin;
return trace;
}
should_stop_laser_hint()
{
return flag( "used_laser" );
}
should_stop_laser_golf_hint()
{
return flag( "used_laser_golf" );
}
get_golf_geo( targetname, groupNum )
{
ents = getentarray( targetname, "targetname" );
returnedEnts = [];
foreach( ent in ents )
{
if ( ent.script_group == groupNum )
returnedEnts[ returnedEnts.size ] = ent;
}
return returnedEnts;
}
laser_artillery( groupNum, forced )
{
if ( !isdefined( forced ) )
forced = false;
flag_set( "used_laser_golf" );
flavorbursts_off( "allies" );
assert( isdefined( level.stealth_bombed_target[ groupNum ] ) );
level.stealth_bombed_target[ groupNum ] = true;
soundEnt = undefined;
if ( groupNum == 0 )
{
flag_set( "lazed_targets_0" );
soundEnt = getent( "artillery_soundent_0", "targetname" );
if ( !forced )
thread radio_dialogue( "arcadia_art_missionrec" ); // Fire mission received, artillery inbound.
}
if ( groupNum == 1 )
{
flag_set( "lazed_targets_1" );
soundEnt = getent( "artillery_soundent_1", "targetname" );
if ( !forced )
thread radio_dialogue( "arcadia_art_confirmed" ); // Coordinates confirmed. Firing!
}
assert( isdefined( soundEnt ) );
if ( flag( "lazed_targets_0" ) && flag( "lazed_targets_1" ) )
level notify( "stop_laze_golf_course_dialog" );
// blow everything up
delay[ 0 ] = 4;
delay[ 1 ] = 4;
assert( isdefined( delay[ groupNum ] ) );
if ( !forced )
{
wait delay[ groupNum ];
wait 3;
}
exploder( groupNum );
wait 1;
// rumble
playRumbleOnPosition( "arcadia_artillery_rumble", soundEnt.origin );
// explosion sounds
soundEnt delayThread( 0.0, ::play_sound_in_space, "mortar_explosion_dirt" );
soundEnt delayThread( 0.7, ::play_sound_in_space, "mortar_explosion_dirt" );
soundEnt delayThread( 1.8, ::play_sound_in_space, "mortar_explosion_dirt" );
// swap the geo
before = get_golf_geo( "golf_before", groupNum );
assert( before.size > 0 );
array_call( before, ::hide );
after = get_golf_geo( "golf_after", groupNum );
assert( after.size > 0 );
array_call( after, ::show );
if ( groupNum == 0 )
{
flag_set( "stealth_bombed_0" );
objective_additionalposition( 0, 0, ( 0, 0, 0 ) );
}
if ( groupNum == 1 )
{
flag_set( "stealth_bombed_1" );
objective_additionalposition( 0, 1, ( 0, 0, 0 ) );
}
}
golf_course_battle()
{
thread golf_course_vehicles();
flag_wait( "golf_course_battle" );
// delete stryker when the player goes through the house
level.stryker connectPaths();
level.stryker delete();
thread objective_laze_golfcourse();
thread laze_golf_course_dialog();
level.player thread waterfx();
array_thread( getentarray( "golf_course_enemy_spawner", "targetname" ), ::golf_course_battle_enemy_think );
}
laze_golf_course_dialog()
{
level endon( "second_bridge" );
level endon( "stop_laze_golf_course_dialog" );
while( 1 )
{
// Ramirez, use your laser designator to call in artillery on those vehicles!
level.foley dialogue_queue( "arcadia_fly_laserdes" );
wait 20;
// Ramirez, call artrillery on the enemy vehicles! Use your laser designator!
level.foley dialogue_queue( "arcadia_fly_callartillery" );
wait 20;
}
}
golf_course_vehicles()
{
flag_wait( "golf_course_vehicles" );
vehicle_spawners = getvehiclespawnerarray( "golf_course_vehicle" );
foreach( spawner in vehicle_spawners )
{
vehicle = spawner spawn_vehicle();
vehicle.targets = spawner get_linked_ents();
if ( vehicle.vehicleType == "bmp" )
vehicle thread golf_course_bmp_think();
vehicle thread golf_course_vehicle_kill_on_artillery();
}
array_thread( getentarray( "golf_course_zpu", "targetname" ), ::golf_course_zpu );
}
golf_course_vehicle_kill_on_artillery()
{
assert( isdefined( self.script_group ) );
killflag = "stealth_bombed_" + self.script_group;
flag_wait( killflag );
wait 1;
if ( isalive( self ) )
self kill();
if ( isdefined( self ) )
self notify( "death" );
}
golf_course_fake_choppers()
{
spawners = getentarray( "fake_golf_course_chopper", "targetname" );
foreach( spawner in spawners )
spawner hide();
flag_wait( "golf_course_vehicles" );
thread golf_course_fake_choppers_stop();
moveTime = 65000 / FAKE_CHOPPER_SPEED;
level endon( "delete_all_fake_choppers" );
count = 0;
numBeforePause = randomintrange( GOLF_COURSE_FAKE_CHOPPER_COUNT_MIN, GOLF_COURSE_FAKE_CHOPPER_COUNT_MAX );
for(;;)
{
spawners = array_randomize( spawners );
foreach( spawner in spawners )
{
target = getstruct( spawner.target, "targetname" );
spawner thread fake_chopper_create_and_move( moveTime, target.origin );
count++;
if ( count >= numBeforePause )
{
count = 0;
numBeforePause = randomintrange( GOLF_COURSE_FAKE_CHOPPER_COUNT_MIN, GOLF_COURSE_FAKE_CHOPPER_COUNT_MAX );
wait randomfloatrange( GOLF_COURSE_FAKE_CHOPPER_PAUSE_MIN, GOLF_COURSE_FAKE_CHOPPER_PAUSE_MAX );
}
else
wait randomfloatrange( GOLF_COURSE_FAKE_CHOPPER_SPACING_MIN, GOLF_COURSE_FAKE_CHOPPER_SPACING_MAX );
}
}
}
golf_course_fake_choppers_stop()
{
flag_wait( "golf_course_vehicles_stop" );
level notify( "delete_all_fake_choppers" );
}
golf_course_zpu()
{
assert( isdefined( self.script_group ) );
group = self.script_group;
spawner = undefined;
trigger = undefined;
targets = getentarray( self.target, "targetname" );
foreach( target in targets )
{
if ( issubstr( target.classname, "actor" ) )
spawner = target;
else if ( issubstr( target.classname, "trigger" ) )
trigger = target;
}
assert( isdefined( spawner ) );
assert( isspawner( spawner ) );
gunner = spawner spawn_ai();
gunner.animname = "zpu_gunner";
assert( isalive( gunner ) );
zpu = spawn_anim_model( "zpu_turret", self.origin );
zpu.angles = self.angles;
zpu.script_group = group;
self delete();
gunner linkTo( zpu, "tag_driver" );
thread zpu_death( zpu, gunner, trigger );
thread zpu_death_gunner( zpu, gunner, trigger );
if ( isdefined( trigger ) )
thread zpu_gunner_dismount( zpu, gunner, trigger );
zpu thread golf_course_vehicle_kill_on_artillery();
zpu endon( "death" );
gunner endon( "death" );
zpu endon( "stop_shooting" );
gunner endon( "stop_shooting" );
for(;;)
{
anime = "fire_a";
sound = "weap_zpu_fire_anim_a";
if ( cointoss() )
{
anime = "fire_b";
sound = "weap_zpu_fire_anim_b";
}
zpu thread play_sound_on_entity( sound );
zpu thread anim_single_solo( gunner, anime , "tag_driver" );
zpu anim_single_solo( zpu, anime );
}
}
zpu_death( zpu, gunner, trigger )
{
zpu waittill( "death" );
zpu_stop_shooting( zpu, gunner );
playFX( getfx( "zpu_explode" ), zpu.origin );
thread play_sound_in_space( "exp_armor_vehicle", zpu.origin );
zpu setmodel( "vehicle_zpu4_burn" );
}
zpu_death_gunner( zpu, gunner, trigger )
{
gunner endon( "dismount" );
gunner waittill( "damage_notdone" );
zpu_stop_shooting( zpu, gunner );
zpu anim_single_solo( gunner, "gunnerdeath", "tag_driver" );
zpu thread anim_loop_solo( gunner, "death_idle", "stop_death_loop", "tag_driver" );
}
zpu_gunner_dismount( zpu, gunner, trigger )
{
zpu endon( "death" );
gunner endon( "death" );
trigger waittill( "trigger" );
gunner notify( "dismount" );
zpu_stop_shooting( zpu, gunner );
gunner.allowdeath = true;
gunner.noragdoll = true;
gunner unlink();
zpu anim_single_solo( gunner, "dismount" , "tag_driver" );
}
zpu_stop_shooting( zpu, gunner )
{
zpu notify( "stop_shooting" );
zpu anim_stopanimscripted();
zpu StopSounds();
if ( isalive( gunner ) )
{
gunner notify( "stop_shooting" );
gunner anim_stopanimscripted();
}
zpu setAnim( level.scr_anim[ zpu.animname ][ "idle" ], 1.0, 0, 1 );
}
zpu_shoot1( gun )
{
playfxontag( getfx( "zpu_muzzle" ), gun, "tag_flash" );
playfxontag( getfx( "zpu_muzzle" ), gun, "tag_flash2" );
}
zpu_shoot2( gun )
{
playfxontag( getfx( "zpu_muzzle" ), gun, "tag_flash1" );
playfxontag( getfx( "zpu_muzzle" ), gun, "tag_flash3" );
}
golf_course_bmp_think()
{
if ( isdefined( self.script_noteworthy ) && ( self.script_noteworthy == "bmp" ) )
level.bmp = self;
assert( isdefined( self.targets ) );
self endon( "death" );
self endon( "attacking_player" );
for(;;)
{
self SetTurretTargetVec( self.targets[ randomint( self.targets.size ) ].origin );
wait randomfloatrange( 0.5, 1.5 );
shots = randomintrange( 2, 7 );
for( i = 0 ; i < shots ; i++ )
{
self FireWeapon();
wait 0.3;
}
}
}
golf_course_battle_enemy_think()
{
guy = self spawn_ai( true );
assert( isalive( guy ) );
guy.goalradius = 16;
guy endon( "death" );
assert( isdefined( self.target ) );
node = getNode( self.target, "targetname" );
assert( isdefined( node ) );
guy setGoalNode( node );
// make AI shoot down range at fake targets
targets = getentarray( "golf_enemy_target", "targetname" );
guy setEntityTarget( targets[ randomint( targets.size ) ] );
if ( !isdefined( node.target ) )
return;
nextNode = getnode( node.target, "targetname" );
assert( isdefined( nextNode ) );
wait randomfloatrange( 9.0, 11.0 );
guy setGoalNode( nextNode );
}
/*
golf_course_mortars()
{
mortars = getentarray( "golf_course_mortar", "targetname" );
for(;;)
{
mortars = array_randomize( mortars );
foreach( mortar in mortars )
{
assert( isdefined( mortar.script_noteworthy ) );
surface = mortar.script_noteworthy;
mortarID = "mortar_" + surface;
assert( isdefined( level._effect[ mortarID ] ) );
fx = level._effect[ mortarID ];
assert( isdefined( level.scr_sound[ mortarID ] ) );
sound = level.scr_sound[ mortarID ];
mortar play_sound_in_space( level.scr_sound[ "mortar_incomming" ], mortar.origin );
playFX( fx, mortar.origin );
mortar thread play_sound_in_space( level.scr_sound[ mortarID ], mortar.origin );
wait randomfloatrange( MORTAR_TIME_MIN, MORTAR_TIME_MAX );
}
}
}
*/
crashing_c130()
{
flag_wait( "crashing_c130" );
c130 = spawn_vehicle_from_targetname_and_drive( "c130_spawner" );
pos = c130.origin;
c130 thread play_sound_on_entity( "scn_arcadia_c130_goingdown" );
exploder( "tanker_explosion_tall" );
thread sun_blocker();
thread crashing_c130_secondary_explosions( c130 );
while( isdefined( c130 ) )
{
pos = c130.origin;
playFXOnTag( getfx( "jet_engine_crashing" ), c130, "tag_prop_l_1" );
playFXOnTag( getfx( "jet_engine_crashing" ), c130, "tag_prop_r_2" );
wait 0.1;
}
}
crashing_c130_secondary_explosions( vehicle )
{
wait 6.5;
if ( isdefined( vehicle ) )
{
playFXOnTag( getfx( "c130_engine_secondary_exp" ), vehicle, "tag_prop_l_1" );
vehicle thread play_sound_on_entity( "scn_arcadia_c130_explosions" );
}
wait 1.5;
if ( isdefined( vehicle ) )
{
playFXOnTag( getfx( "c130_engine_secondary_exp" ), vehicle, "tag_prop_l_1" );
vehicle thread play_sound_on_entity( "scn_arcadia_c130_explosions" );
}
wait 2.0;
if ( isdefined( vehicle ) )
{
playFXOnTag( getfx( "c130_engine_secondary_exp" ), vehicle, "tag_prop_l_1" );
vehicle thread play_sound_on_entity( "scn_arcadia_c130_explosions" );
}
}
sun_blocker()
{
fx_origin = ( 13635.8, -6606.73, 2825.83 );
fx_angles = ( 270, 114.597, 5.40301 );
fx_id = "airplane_crash_smoke_sun_blocker";
wait 4;
for(;;)
{
// cover the sun
ent = spawn( "script_model", fx_origin );
ent.angles = fx_angles;
ent setmodel( "tag_origin" );
PlayFXOnTag( getfx( fx_id ), ent, "tag_origin" );
// wait till we are to the side
flag_wait( "remove_sun_blocker" );
// don't block the sun when we're here
ent delete();
// once we go back out to the main area block the sun again
flag_waitopen( "remove_sun_blocker" );
}
}
harriers()
{
flag_wait( "harriers_spawn" );
harriers = spawn_vehicles_from_targetname( "harrier" );
foreach( harrier in harriers )
{
harrier SetGoalYaw( harrier.angles[ 1 ] );
harrier SetVehGoalPos( harrier.origin, true );
harrier godon();
harrier setHoverParams( randomintrange( 80, 120 ), randomintrange( 50, 80 ), randomintrange( 10, 20 ) ); //<radius>, <speed>, <accel>
}
flag_wait( "harriers_move" );
foreach( i, harrier in harriers )
{
thread gopath( harrier );
harrier thread harrier_fire_missiles( i + 2 );
wait 2.0;
}
}
harrier_fire_missiles( num )
{
wait 15;
if ( !isalive( self ) )
return;
self setVehWeapon( "harrier_FFAR" );
tag[ 0 ] = "tag_right_alamo_missile";
tag[ 1 ] = "tag_left_alamo_missile";
nextTag = 0;
for( i = 0 ; i < num ; i++ )
{
self fireWeapon( tag[ nextTag ], undefined, (0,0,-250) );
nextTag++;
if ( nextTag >= tag.size )
nextTag = 0;
wait 0.4;
}
}
vehicle_path_disconnector()
{
zone = getent( self.target, "targetname" );
assert( isdefined( zone ) );
zone notsolid();
zone.origin -= ( 0, 0, 1024 );
badplaceName = "vehicle_bad_place_brush_" + zone getEntityNumber();
for ( ;; )
{
self waittill( "trigger", vehicle );
if ( !isalive( level.stryker ) )
return;
if ( !isdefined( vehicle ) )
continue;
if ( vehicle != level.stryker )
continue;
if ( vehicle vehicle_getspeed() == 0 )
{
prof_end( "vehicle_path_disconnect" );
continue;
}
if ( !isdefined( zone.pathsDisconnected ) )
{
zone solid();
badplace_brush( badplaceName, 0, zone, "allies", "axis" );
zone notsolid();
zone.pathsDisconnected = true;
}
thread vehicle_reconnects_paths( zone, badplaceName );
}
}
vehicle_reconnects_paths( zone, badplaceName )
{
assert( isdefined( zone ) );
assert( isdefined( badplaceName ) );
zone notify( "waiting_for_path_reconnection" );
zone endon( "waiting_for_path_reconnection" );
wait 0.5;
zone solid();
badplace_delete( badplaceName );
zone notsolid();
zone.pathsDisconnected = undefined;
}
evac_chopper_1()
{
self endon( "death" );
wait 7;
rpg = getent( "evac_chopper_1_rpg", "targetname" );
d = distance( rpg.origin, self.origin );
d *= 1.2;
missile_CreateAttractorEnt( self, 100000, d );
magicBullet( "rpg_straight", rpg.origin, self.origin );
self waittill( "damage" );
if ( isalive( self ) )
self kill();
}
civilian_car()
{
flag_wait( "civilian_car" );
car = spawn_vehicle_from_targetname_and_drive( "civilian_car" );
assert( isdefined( car ) );
car endon( "death" );
car thread civilian_car_luggage();
clip = getent( "civilian_car_clip", "targetname" );
badplace_brush( "civilian_car_badplace", 12, clip, "allies", "axis" );
car waittill( "reached_end_node" );
car doDamage( 500000, car.origin, level.player );
}
civilian_car_luggage()
{
civilian_car_dummy = getent( "civilian_car_dummy", "targetname" );
civilian_car_dummy_direction_vec = getent( civilian_car_dummy.target, "targetname" );
civilian_car_dummy_direction_vec linkto( civilian_car_dummy );
civilian_car_luggage[ 0 ] = getent( "civilian_car_luggage_1", "targetname" );
civilian_car_luggage[ 1 ] = getent( "civilian_car_luggage_2", "targetname" );
civilian_car_luggage[ 2 ] = getent( "civilian_car_luggage_3", "targetname" );
civilian_car_luggage[ 3 ] = getent( "civilian_car_luggage_4", "targetname" );
civilian_car_luggage[ 4 ] = getent( "civilian_car_luggage_5", "targetname" );
civilian_car_luggage[ 5 ] = getent( "civilian_car_luggage_6", "targetname" );
foreach( piece in civilian_car_luggage )
piece LinkTo( civilian_car_dummy );
civilian_car_dummy.origin = self.origin;
civilian_car_dummy.angles = self.angles;
civilian_car_dummy LinkTo( self );
wait 6.5;
// Do physics on the models
vec = vectorNormalize( civilian_car_dummy_direction_vec.origin - civilian_car_dummy.origin );
foreach( piece in civilian_car_luggage )
{
wait randomfloatrange( 0.05, 0.15 );
piece unlink();
scale = randomfloatrange( 9000, 10000 );
piece PhysicsLaunchClient( piece.origin, vec * scale );
//thread draw_line_for_time( piece.origin, piece.origin + ( vec * scale ), 1, 1, 1, 5.0 );
}
civilian_car_dummy delete();
civilian_car_dummy_direction_vec delete();
}
stryker_damage_monitor()
{
fullHealth = self.health - self.healthbuffer;
SMOKE_1 = fullHealth * 0.75;
SMOKE_2 = fullHealth * 0.60;
SMOKE_3 = fullHealth * 0.45;
self endon( "death" );
self ent_flag_init( "smoke1" );
self ent_flag_init( "smoke2" );
self ent_flag_init( "smoke3" );
for(;;)
{
self waittill( "damage" );
health = self.health - self.healthbuffer;
if ( ( health <= SMOKE_1 ) && ( !self ent_flag( "smoke1" ) ) )
{
self ent_flag_set( "smoke1" );
thread stryker_damage_smoke( "tag_cargofire" );
}
if ( ( health <= SMOKE_2 ) && ( !self ent_flag( "smoke2" ) ) )
{
self ent_flag_set( "smoke2" );
thread stryker_damage_smoke( "tag_turret" );
}
if ( ( health <= SMOKE_3 ) && ( !self ent_flag( "smoke3" ) ) )
{
self ent_flag_set( "smoke3" );
thread stryker_damage_smoke( "tag_cargofire" );
}
wait 0.05;
}
}
stryker_damage_smoke( tagName )
{
self endon( "death" );
fx = getfx( "stryker_smoke" );
for(;;)
{
playFXOnTag( fx, self, tagName );
wait 0.1;
}
}
delete_ai_trigger()
{
self waittill( "trigger" );
assert( isdefined( self.target ) );
zone = getent( self.target, "targetname" );
assert( isdefined( zone ) );
enemies = getaiarray( "axis" );
enemies_to_kill = [];
foreach( enemy in enemies )
{
if ( !enemy isTouching( zone ) )
continue;
enemies_to_kill[ enemies_to_kill.size ] = enemy;
}
if ( enemies_to_kill.size == 0 )
return;
array_thread( enemies_to_kill, ::delete_ai_after_delay );
}
delete_ai_after_delay()
{
self endon( "death" );
wait randomfloatrange( 0, 1.0 );
if ( isalive( self ) )
self delete();
}
opening_rpgs()
{
nextOrg = undefined;
if ( issubstr( self.classname, "trigger" ) )
{
assert( isdefined( self.target ) );
self waittill( "trigger" );
nextOrg = getent( self.target, "targetname" );
}
else
{
wait 6;
nextOrg = self;
}
for(;;)
{
assert( isdefined( nextOrg ) );
magicBullet( "rpg_straight", nextOrg.origin, level.stryker.origin + ( 0, 0, 60 ) );
if ( !isdefined( nextOrg.target ) )
return;
nextOrg = getent( nextOrg.target, "targetname" );
wait randomfloatrange( 1.0, 2.0 );
}
}
ai_avoid_stryker()
{
self notify( "ai_avoid_stryker" );
self endon( "ai_avoid_stryker" );
self endon( "death" );
fov = cos( 90 );
maxdist = 400 * 400;
while( 1 )
{
wait 0.2;
if ( !isalive( level.stryker ) )
break;
if ( flag( "disable_friendly_move_checks" ) )
break;
withinDist = ( distanceSquared( self.origin, level.stryker.origin ) <= maxdist );
withinFOV = within_fov( self.origin, self.angles, level.stryker.origin, fov );
//self.cqbwalking
if ( withinDist && withinFOV )
self cqb_walk( "on" );
else
self cqb_walk( "off" );
}
self cqb_walk( "off" );
}
pool()
{
trigger = getent( "pool", "targetname" );
while( 1 )
{
trigger waittill( "trigger", player );
if ( !isplayer( player ) )
continue;
while( player isTouching( trigger ) )
{
player setMoveSpeedScale( 0.3 );
player allowStand( true );
player allowCrouch( false );
player allowProne( false );
wait 0.1;
}
player setMoveSpeedScale( 1 );
player allowStand( true );
player allowCrouch( true );
player allowProne( true );
}
}
all_enemies_low_health()
{
wait 0.05;
flag_wait( "all_enemies_low_health" );
axis = getaiarray( "axis" );
foreach( guy in axis )
{
if ( isalive( guy ) )
guy.health = 1;
}
}
foley_leads_through_mansion()
{
flag_wait( "foley_purple" );
level.foley thread set_force_color( "p" );
flag_waitopen( "foley_purple" );
level.foley thread set_force_color( "g" );
}
stryker_run_over_player_monitor()
{
level.stryker endon( "death" );
fov = cos( 35 );
dialogIndex = 0;
while( isalive( level.stryker ) )
{
wait 0.1;
// check to see if stryker is moving
speed = level.stryker vehicle_GetSpeed();
if ( speed <= 1 )
continue;
if ( flag( "disable_stryker_dialog" ) )
continue;
// is player nearby?
d = distance( level.player.origin, level.stryker.origin );
if ( d > 450 )
continue;
// is player in front of the vehicle and about to get ran over?
withinFOV = within_fov( level.stryker.origin, level.stryker.angles, level.player.origin, fov );
if ( !withinFOV )
continue;
if ( dialogIndex == 0 )
{
dialogIndex = 1;
// Ramirez! You're gonna get run over! Get outta their way!
level.foley dialogue_queue( "arcadia_fly_getrunover" );
}
else
{
dialogIndex = 0;
// Ramirez! Honey Badger's moving! Get outta their way!
level.dunn dialogue_queue( "arcadia_cpd_getoutta" );
}
wait 3;
}
}
force_trigger_on_flag( flagString )
{
self endon( "trigger" );
flag_wait( flagString );
self thread activate_trigger_process( level.player );
}
block_progression_until_artillery()
{
trigger_off( "friendly_trigger_at_artillery", "script_noteworthy" );
flag_wait( "stealth_bombed_1" );
trigger_on( "friendly_trigger_at_artillery", "script_noteworthy" );
}
bmps_kill_player_before_artillery()
{
level endon( "stealth_bombed_1" );
flag_wait( "bmp_kills_player" );
if ( !isdefined( level.bmp ) )
return;
// stop shooting random targets
level.bmp endon( "death" );
level.bmp notify( "attacking_player" );
// shoot at the player
for(;;)
{
level.bmp SetTurretTargetEnt( level.player, ( 0, 0, 20 ) );
wait randomfloatrange( 0.5, 1.5 );
shots = randomintrange( 8, 15 );
for( i = 0 ; i < shots ; i++ )
{
level.bmp FireWeapon();
wait 0.2;
}
}
}
bmps_force_kill_player()
{
level endon( "stealth_bombed_1" );
flag_wait( "bmp_force_kills_player" );
level.player kill();
}
force_artillery_if_player_bypasses()
{
level endon( "stealth_bombed_0" );
flag_wait( "force_artillery_0" );
thread laser_artillery( 0, true );
}
stryker_threats_eliminated_dialog_1()
{
flag_wait( "honey_badger_threats_dead_1" );
if ( flag( "disable_stryker_dialog" ) )
return;
// Thanks for the assist, Hunter Two-One.
thread radio_dialogue( "arcadia_str_thanks" );
}
stryker_threats_eliminated_dialog_2()
{
flag_wait( "honey_badger_threats_dead_2" );
if ( flag( "disable_stryker_dialog" ) )
return;
// Nice work, Hunter Two-One. Thanks for the assist.
thread radio_dialogue( "arcadia_str_nicework" );
}
set_cull_dist( dist )
{
assert( isdefined( dist ) );
if ( getdvarint( "r_arcadia_culldist" ) == 0 )
return;
setCullDist( dist );
}